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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js raycaster - batch - lod - bvh</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- a {
- text-decoration: underline;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> batch lod bvh - <a href="https://github.com/agargaro/batched-mesh-extensions" target="_blank" rel="noopener">@three.ez/batched-mesh-extensions</a><br/>
- BatchedMesh with 10 geometries and 500k instances.<br>
- Each geometry has 5 LODs (4 generated with meshoptimizer). <br>
- Frustum culling and raycasting are accelerated by using BVHs (TLAS & BLAS). <br>
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/",
- "three-mesh-bvh": "https://cdn.jsdelivr.net/npm/three-mesh-bvh@0.9.0/build/index.module.js",
- "@three.ez/batched-mesh-extensions": "https://cdn.jsdelivr.net/npm/@three.ez/batched-mesh-extensions@0.0.8/build/webgl.js",
- "bvh.js": "https://cdn.jsdelivr.net/npm/bvh.js@0.0.13/build/index.js",
- "@three.ez/simplify-geometry": "https://cdn.jsdelivr.net/npm/@three.ez/simplify-geometry@0.0.1/build/index.js",
- "meshoptimizer": "https://cdn.jsdelivr.net/npm/meshoptimizer@0.23.0/+esm"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { MapControls } from 'three/addons/controls/MapControls.js';
- import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import { acceleratedRaycast, computeBatchedBoundsTree } from 'three-mesh-bvh';
- import { createRadixSort, extendBatchedMeshPrototype, getBatchedMeshLODCount } from '@three.ez/batched-mesh-extensions';
- import { performanceRangeLOD, simplifyGeometriesByErrorLOD } from '@three.ez/simplify-geometry';
- // add and override BatchedMesh methods ( @three.ez/batched-mesh-extensions )
- extendBatchedMeshPrototype();
- // add the extension functions ( three-mesh-bvh )
- THREE.Mesh.prototype.raycast = acceleratedRaycast;
- THREE.BatchedMesh.prototype.computeBoundsTree = computeBatchedBoundsTree;
- let stats;
- let camera, scene, renderer;
- const instancesCount = 500000;
- let batchedMesh;
- let lastHoveredInstance = null;
- const lastHoveredColor = new THREE.Color();
- const highlight = new THREE.Color( 'red' );
- const raycaster = new THREE.Raycaster();
- const mouse = new THREE.Vector2( 1, 1 );
- const position = new THREE.Vector3();
- const quaternion = new THREE.Quaternion();
- const scale = new THREE.Vector3( 1, 1, 1 );
- const matrix = new THREE.Matrix4();
- const color = new THREE.Color();
- init();
- async function init() {
- // renderer
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.toneMapping = THREE.ACESFilmicToneMapping;
- renderer.toneMappingExposure = 0.8;
- document.body.appendChild( renderer.domElement );
- //
- scene = new THREE.Scene();
- const pmremGenerator = new THREE.PMREMGenerator( renderer );
- scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
- //
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 1000 );
- camera.position.set( 0, 20, 55 );
- //
- raycaster.firstHitOnly = true;
- stats = new Stats();
- document.body.appendChild( stats.dom );
- const controls = new MapControls( camera, renderer.domElement );
- controls.maxPolarAngle = Math.PI / 2;
- const geometries = [
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 1 ),
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 2 ),
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 3 ),
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 4 ),
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 5 ),
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 2, 1 ),
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 2, 3 ),
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 3, 1 ),
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 4, 1 ),
- new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 5, 3 )
- ];
- // generate 4 LODs (levels of detail) for each geometry
- const geometriesLODArray = await simplifyGeometriesByErrorLOD( geometries, 4, performanceRangeLOD );
- // create BatchedMesh
- const { vertexCount, indexCount, LODIndexCount } = getBatchedMeshLODCount( geometriesLODArray );
- batchedMesh = new THREE.BatchedMesh( instancesCount, vertexCount, indexCount, new THREE.MeshStandardMaterial( { metalness: 1, roughness: 0.8 } ) );
-
- // enable radix sort for better performance
- batchedMesh.customSort = createRadixSort( batchedMesh );
- // add geometries and their LODs to the batched mesh ( all LODs share the same position array )
- for ( let i = 0; i < geometriesLODArray.length; i ++ ) {
- const geometryLOD = geometriesLODArray[ i ];
- const geometryId = batchedMesh.addGeometry( geometryLOD[ 0 ], - 1, LODIndexCount[ i ] );
- batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 1 ], 50 );
- batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 2 ], 100 );
- batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 3 ], 125 );
- batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 4 ], 200 );
-
- }
- // place instances in a 2D grid with randomized rotation and color
- const sqrtCount = Math.ceil( Math.sqrt( instancesCount ) );
- const size = 5.5;
- const start = ( sqrtCount / - 2 * size ) + ( size / 2 );
- for ( let i = 0; i < instancesCount; i ++ ) {
- const r = Math.floor( i / sqrtCount );
- const c = i % sqrtCount;
- const id = batchedMesh.addInstance( Math.floor( Math.random() * geometriesLODArray.length ) );
- position.set( c * size + start, 0, r * size + start );
- quaternion.random();
- batchedMesh.setMatrixAt( id, matrix.compose( position, quaternion, scale ) );
- batchedMesh.setColorAt( id, color.setHSL( Math.random(), 0.6, 0.5 ) );
-
- }
- // compute blas (bottom-level acceleration structure) bvh ( three-mesh-bvh )
- batchedMesh.computeBoundsTree();
- // compute tlas (top-level acceleration structure) bvh ( @three.ez/batched-mesh-extensions )
- batchedMesh.computeBVH( THREE.WebGLCoordinateSystem );
-
- scene.add( batchedMesh );
-
- // set up gui
- const config = {
- freeze: false,
- useBVH: true,
- useLOD: true
- };
-
- const bvh = batchedMesh.bvh;
- const lods = batchedMesh._geometryInfo.map( x => x.LOD );
- const onBeforeRender = batchedMesh.onBeforeRender;
-
- const gui = new GUI();
- gui.add( batchedMesh, 'instanceCount' ).disable();
-
- gui.add( config, 'freeze' ).onChange( v => {
- batchedMesh.onBeforeRender = v ? () => {} : onBeforeRender;
- } );
- const frustumCullingFolder = gui.addFolder( 'Frustum culling & raycasting' );
- frustumCullingFolder.add( config, 'useBVH' ).onChange( v => {
- batchedMesh.bvh = v ? bvh : null;
- } );
- const geometriesFolder = gui.addFolder( 'Geometries' );
- geometriesFolder.add( config, 'useLOD' ).onChange( v => {
- const geometryInfo = batchedMesh._geometryInfo;
- for ( let i = 0; i < geometryInfo.length; i ++ ) {
- geometryInfo[ i ].LOD = v ? lods[ i ] : null;
- }
- } );
- document.addEventListener( 'pointermove', onPointerMove );
- window.addEventListener( 'resize', onWindowResize );
- onWindowResize();
-
- renderer.setAnimationLoop( animate );
- }
- function onPointerMove( event ) {
- event.preventDefault();
- mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
- mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
- raycast();
- }
-
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function raycast() {
- raycaster.setFromCamera( mouse, camera );
- const intersection = raycaster.intersectObject( batchedMesh );
- const batchId = intersection.length > 0 ? intersection[ 0 ].batchId : null;
-
- if ( lastHoveredInstance === batchId ) return;
- if ( lastHoveredInstance ) {
- batchedMesh.setColorAt( lastHoveredInstance, lastHoveredColor );
-
- }
- if ( batchId ) {
- batchedMesh.getColorAt( batchId, lastHoveredColor );
- batchedMesh.setColorAt( batchId, highlight );
-
- }
- lastHoveredInstance = batchId;
- }
- function animate() {
- stats.begin();
- renderer.render( scene, camera );
- stats.end();
- }
- </script>
- </body>
- </html>
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